Zone Control Ultra v1.31

Details

  • Filename
    Zone_Control_Ultra_v1.32.SC2Map
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  • Uploaded
    Sep 11, 2012
  • Size
    1.64 MB
  • Downloads
    839
  • MD5
    40f54e815e8c91bd368fbc69e744f2d4

Changelog

Version 1.23 and up

Patch notes can now be found on the Arcade system.

Version 1.22

Fixed a bug that was ending the game for solo players who had an AI teammate.

Version 1.21

Fixed some scoreboard/rating bugs.

Tweaked rating scale to have higher +/- ratings. This was due to the fact that you could still win a lot of games, but still be in the 5000 range. This change will help differentiate higher skills from lower.

When all humans have lost, the game will now end. You no longer have to wait for comps to finish duking it out.

You can now see the A.I. difficulty anytime by hovering the mouse over their name on the leader board, just like you do to see player's W/L and rating.

Disabled some annoying death sounds from some achievement units. They still have a death sound, but for example I disabled the alien screech from changling units.

Version 1.20

No game play changes.

Added a new Score Screen to the end of the game that displays some Zone Control specific stats on all players.

Added a new rating system (Hover mouse over name on leader board to see W/L record and current rating or wait until the end of the game to see the score screen)

Version 1.19.1

Mostly just cosmetic changes, finally created my own custom Preview Image and Loading Screen.

Also added a 'fight scene' to play in the background while voting is still going on. I thought that it might be slightly more entertaining than staring at gray fog while waiting for the vote to be over.

Version 1.19

Fixed minor AI bugs and optimized code some.

Lowered costs on upgrades and bunkers to speed up the pace of the game. Bunkers now cost 225 + (25 * Number of current bunkers) Weapons/Armor start at 25 and increment by 25 (was 50/increment 50)

Bunker kills will now give more minerals. Late game was proving that the reward to kill a bunker didn't match its effort. Killing a bunker now grants the same amount of minerals it will cost the enemy player to replace it. Since this system scales, players dominating the map will not gain as many minerals as a losing player taking zones from a winning player.

Version 1.18

Lowered bunker health to 10000 (from 12000), and slowed ghost's attacks to 2.0 (from 1.5). This is to help balance out the strength of bunkers so that they aren't too strong.

Upgraded the AI!

  • The AI shouldn't just run into groups of enemies when trying to retreat. If there are enemies in its way, the AI will stay and fight instead.
  • The AI moves all units in range so they can all attack.
  • The AI now does something I like to call 'Bunker Charging' - Units surround a bunker, use stimpacks, and focus fire that bunker down.
  • The AI now tries to group up for attacks instead of all units just moving to the attack point from where ever they were.

Version 1.17

Fixed some bugs with achievement units.

Fixed a bug where the leaderboard may show an invalid (negative losses) for your W/L records.

Buffed bunkers armor, nerfed their health, and upgraded ghost weapon upgrades to balance the bunkers.

Versions 1.14 - 1.16

Fixed AI bug where the AI would sometimes stop attacking when winning.

Fixed bug where armor upgrades were not counting towards Achievement Marines.

Changed the amount of marines that spawn per bunker so that they scale with how many bunkers are on the map. They will increment from a max of 50 per bunker and change to a max of 25 per bunker once there are more than 55 bunkers on the map. This dramatically reduces unit count in game and thus dramatically reduces lag in late game. Tweaks will be made if balance is thrown off too much because of this.

Versions 1.12 - 1.14

Added back in the ability to salvage bunkers. Salvaging will return 100 minerals to the player.

Added a dialog box at the top of the screen so that players can more easily track how many minerals they need for their next Bunker Dispenser.

Fixed a trigger error with the AI that happened when they finished a player off.

New Feature! Players can now change the map size! Game Options will appear at the beginning of the game allowing players to vote for map size and choose AI difficulty, if applicable. Players can choose between:

  • Classic (60 Zones)
  • Arena (32 Zones)
  • Close Quarters (12 Zones) 1 - 4 Players Only

Version 1.11

Increased upgrades to max level of 100 for weapons and armor. Decreased upgrade time to compensate.

Made some tweaks for hopefully less lag when one user has a mass amount of units.

Version 1.10

More AI polish.

Some small bug fixes and balance tweaks.

Added a feature that will give the lower players in the game minerals every two minutes. This is to combat the situation where one player can pull way ahead in the game early on and the others wouldn't be able to catch up. The amount of 'bonus' minerals is proportional to the amount of minerals the lower person has received vs how much the top player has received through out the game.

Versions 1.07 - 1.09.1

Mostly upgrades to the AI system, it's still not perfect, but it'll give you a run for your money! You can now choose between Easy, Medium, or Hard difficulties.

Changed costs for bunkers, they now start at 250 minerals and increase by 25 for every bunker that you own.

Raised health and lowered armor on bunkers.

Bunkers now benefit from armor upgrades.

Ghosts now benefit from weapon upgrades (.5 for every upgrade)

Fixed a bug where if your partner died and went into observer mode, the entire map would be revealed to you as well.

Versions 1.06

Want to practice? Don't have enough players? No problem! I've created an AI for the game! Just add computer player(s) to the lobby. I would describe their difficulty as Medium.

Versions 1.04/1.05

I've made various aesthetic changes that they all kind of blurred together, mostly cleaning up the loading screen or polishing the W/L records.

Added new system to W/L! After 10 games played, a players unit will not spawn the normal marines. Depending on their W/L percentage, they will begin to spawn nice looking units, such as Jim Raynor (Marine), Murloc Marine, etc. These changes will occur at 10 games played, and another upgrade at 20, or if the player have better than 50%, 60%, 70%, 80%, or 90% win percentages, they will get a different unit accordingly.

*Note* As mentioned before, this is just an aesthetic change, these other units have the exact same stats as the normal marine. Players will not be given any type of advantage due to their W/L as that wouldn't be a fair system imo. I just thought this would be a fun way to show what kind of other players you're playing against.

Various small balance tweaks.

Version 1.03

Fixed Ghost's damage as they were not doing much to marines once they started upgrading their armor.

Delay on bunker health regen was set to 30 sec (up from 10).

Added player's win/loss records to leaderboard. Hovering over a player's name will show their record in "W / L" format.

Version 1.02

Buffed bunkers so they will not be able to be taken out early in the game.

Added Ghosts to load into the bunkers. Ghosts do much higher damage, but about half the firing rate of marines. They also have a slightly longer range, but have very low health and are slower than marines to discourage using them too much outside of the bunkers.

Bumped bunker's health up to 5000 (from 2500) and armor to 25 (from 10).

Version 1.01

Various bug fixes, mostly regarding starting base placements and victory conditions.

Upgraded to Release from Beta.

Version 1.00

Beta Version 1.00

None known at the moment.